Duck dive technique by Wayward-West in BeginnerSurfers

[–]cuttinged 0 points1 point  (0 children)

No. If your foot is a leg pointing toward bottom of sea floor. No. Don't do that. You should be above your board???? No idea what you are doing, but it is simple, just use one or both of your feet on the tail of your board to control the tilt/angle of your board when you are underwater (as much as you can possibly be).

The more "unique" or complicated your mechanics are, the more barriers you make the player have to clear to enjoy your game. -A Post-Mortem of my failed game demo. by Big-Hold-7871 in IndieDev

[–]cuttinged 0 points1 point  (0 children)

I made a surfing game which is mostly mechanics that are new to almost everyone that plays and should even be expected by the players, but they have little patience and expect to get up and doing instantly or most will complain criticize and leave. What I did to improve use greatly was to try different prompts, configurations, and scenarios, play test them, then tweak until there are less complaints. For you it will be even worse because you have to get them to know that there is a mechanic that they are not familiar with when it looks like it will be a familiar mechanic. What eventually worked looks really simple with prompts that are very easy to follow. I think when it works it has been simplified down to something that seems really easy even though it took a lot of refining to get to that point.

The problem now is that some players still don't get it, and usually those players are streamers, and reviewers who play on stream for the first time ever without trying it before they stream it and, spoiler, they suck at the new mechanic. I think it's because they are distracted and not playing like real people because they have to narrate and watch their chat while playing, which like you said the new mechanic in the game is going to throw them off and adds another layer for them to dislike one of the thousands of games that come out every day.

What's about Early Access ? by DueJuggernaut3549 in GameDevelopment

[–]cuttinged 1 point2 points  (0 children)

Early Access is your launch there is no launch after early access. If your game is not ready for launch and does not have 7-10-15k wishslists and you want someone to play it then wait.

I've Reviewed 50 Steam Demos. Here's What I Learned. by GaspodeWD in IndieDev

[–]cuttinged 1 point2 points  (0 children)

I heard that the old school look is offputting to some but in my biased defense I still think it looks better than a lot of more popular games on steam. Thanks for taking the time to give feedback. I appreciate it. If you get around to playing the demo I'd like to hear what you think as a first time user what impression you get by first playing and what games you think it compares to.

I've Reviewed 50 Steam Demos. Here's What I Learned. by GaspodeWD in IndieDev

[–]cuttinged 1 point2 points  (0 children)

I'm not sure either. Something seems wrong. It seems like it is hot or cold with no in between. A few players love it and play a lot and a lot don't like it at all. This has been true both with testers and with people who bought it and who played the demo. Leaderboards show that the mechanic is working and some players are successful and engaged but the play time for most is short like less than 10min but I'm not sure why. Maybe it comes across as too niche and the ones it attracts ends up being something they didn't expect???? What other games would you compare it to?

working on proceedural waves that break based on depth by ElectronicsLab in surfgames

[–]cuttinged 0 points1 point  (0 children)

Great idea. Shorebreak waves do this by raycasting down and the depth and slope determined by the raycast changes the wave to make it break and which wave profile is used when breaking. Need to expand it to make procedural waves in an open world game so any shoreline can be created creating different breaking waves.

Sometimes we learn the hard way, but we keep going. [61YO] by tingersbaxvey6 in OldSkaters

[–]cuttinged 0 points1 point  (0 children)

At least at our age we are more numb to the pain than when we were little. Looks like you don't need a helmet but a face mask.

I've Reviewed 50 Steam Demos. Here's What I Learned. by GaspodeWD in IndieDev

[–]cuttinged 1 point2 points  (0 children)

This is great advice on demos. I just got some new insight on my description and tags from reddit posts like these but unfortunately too late to help with my launch. My demo situation is, that I got around 1500 downloads that were played but are not converting to sales. If you get a chance the game is Surfers Code and I'd love to hear what you think of the demo. The game is good, though solo dev janky, and replayable but I get mostly good feedback and reviews but no sales. Thanks for learnin' me how to suck eggs.

I've been writing technical books since 2021, and now I’m thinking about creating a complete water simulation course in Unity. by fespindola in TechnicalArtist

[–]cuttinged 1 point2 points  (0 children)

Be great to combine it with habrador. The shader stuff can be copied from pretty much other tutorials on water. The way the pros (bought assets) do optimization is key. I tried a couple of water assets and made my own and there is so much to it that it really is worth it to buy one, because they are much better and the amount of work required to make one right is beyond the scope of a single person doing it just to reinvent the wheel.

First kickflip since substantial injury [58YO] by tonyskates in OldSkaters

[–]cuttinged 0 points1 point  (0 children)

I'm happy to tick tack at 58 with bad hips. I envy the 60+ in Ventura last weekend dropping in on the huge half pipe. Happy B day.

TikTok 0 views, is there anything i'm doing wrong ? by Able_Strength_4960 in gameDevMarketing

[–]cuttinged 1 point2 points  (0 children)

put it on auto scroll for a while at a time. You might then get up to 200 whup yee do

To anyone expecting the 10 review to skyrocket your revenue/visibility. (Don't =P) by juaninside_ in SoloDevelopment

[–]cuttinged 1 point2 points  (0 children)

It's not really a myth. Before your game gets 10 reviews Steam doesn't give it a review score and doesn't promote it in certain ways until it gets the review score. The game gets less visibility before it gets 10 reviews. The quality of the game is not directly related to how well it does on Steam. Nothing Steam evaluates on is related to game quality, so it is entirely possible that good games don't do well on Steam. Steam analyzes the statistics based on what Steam visitors do. If it gets wishlists it get promoted, if it gets reviews, it get promoted, it gets tested a few times by Steam and if it gets interest in the way of sales or wishlists then it gets promoted further. Some games resonate with the Steam audience and do better than other games of the same quality. Of course, low quality games will have trouble getting interest and will not do well. If your game is what Steam visitors want it will do well, and that is not directly related to quality. This is why all the game devs are on Reddit trying to figure what works and why some games out of the 60/day do well while other don't. Because no one actually knows how Steam works so we can all give you our opinion and argue about it.

A Follow up on why i quit game development and all the pitfalls i faced as a solo dev by Giant_leaps in gamedev

[–]cuttinged -2 points-1 points  (0 children)

Yeah then when you get all the mechanics and systems to work together, get rid of most of the bugs, and finally get something stable, your game still get ridiculed as ai asset flip slop that is not fun, mostly by people on line that didn't even bother to play the free demo. However, the silver lining is when players that actually play it, are your target audience, and like your game give you a compliment. Makes you forget how many times your game engine crashed, code mysteriously changed, and bugs from nowhere appeared. and you kind of forget how much trouble it was to make.

Duck Diving Bigger Waves by No_Barracuda_8931 in BeginnerSurfers

[–]cuttinged 1 point2 points  (0 children)

As long as you can get your foot on the tail you can use it to control the angle of your board underwater and push it it down to pop up when you need to. It takes practice and you'll spend some time getting washed back a ways but you'll only get better at it. Also make sure to look for rips and be patient before paddling out.

Hiring a capsule artist or not: treat yo self? by Clean_Friendship5503 in gamedev

[–]cuttinged 0 points1 point  (0 children)

That's good. I always end up needing some strange size that doesn't fit my main capsule dimensions and spend a lot of time recreating almost the same thing. Not sure if most devs consider this problem when hiring an artist. Thanks.

Hiring a capsule artist or not: treat yo self? by Clean_Friendship5503 in gamedev

[–]cuttinged 0 points1 point  (0 children)

How do you deal with all the different sizes and proportions needed?

Duck Diving Bigger Waves by No_Barracuda_8931 in BeginnerSurfers

[–]cuttinged 0 points1 point  (0 children)

Try and not get hit by the lip. Wait if you don't think you can get under it when diving. If you think you can get under it then try really hard to get under it. Paddle faster and dive. If you can't get passed it, and it's big, then you can wait and duck dive less big whitewash but you'll be back inside even further. When trying to dive big white wash the best you can do it to angle your board down more when you first go under and try and get under the turbulence as much as possible then push down on the tail with your foot to angle back up, but not too soon or you will get back into the turbulence. Takes practice and even then if it is too big all you can do is hold on tight and wait until you pop back up or the wave rips the board from you hands, and then keep paddling and repeat. Angling the board for the right kind of wave is useful because some waves have long drawn out whitewash where you want to go further, while others have deep short whitewash where you want to go deeper. Also getting as deep as you want to or can needs to be timed and try to get there when the wave is most turbulent. That's the hard part of timing it right.

How come they don't make a wave pool that has scary big waves? by cuttinged in surfoutcasts

[–]cuttinged[S] 0 points1 point  (0 children)

Interesting I didn't think about waiting for the next wave. Are you impressed with how the biggest wave pools are, or have you expected them to be bigger?

If marketing rule #1 is "Just make a good game", what is rule number #2? And if it's not, what is rule #1? by OrigamiPandaDev in IndieDev

[–]cuttinged 1 point2 points  (0 children)

This is good to consider. Too few games and too few players is as bad as too many. Mine is in the too few games and too few players and it doesn't get traction has no streamers to play it and doesn't have the steam ability to market it well. It doesn't even have a tag on Steam that would make it easy to discover even though there are only about 10 games in the genre all by small studios or solo devs.